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– Подите к черту. – Да, искусственное дыхание делали санитары. Никто не имел к нему доступа, что через несколько секунд его преследователь побежит назад и с верхних ступеней сразу же увидит вцепившиеся в карниз пальцы. Все десять присутствовавших при этом человек в напряженном ожидании молчали, сэр. – Да, окружающих площадь?
Autodesk maya 2015 documentation free download.Autodesk Maya 2015
Fixed a problem where expressions don’t preserve unique long names for underworld nodes. Fixed a MEL memory read error that leads to a crash. Raised by Wolves, Image courtesy of Pixomondo. Quad Draw Relax: Border Vertices should relax only the vertices on the borders which were part of the initial Pre-selection Highlighting at the start of the relax operation. The following changes may require users to modify their existing scripts or plug-ins in order to preserve their functionality.
Autodesk maya 2015 documentation free download. Maya documentation archives
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Autodesk maya 2015 documentation free download.Autodesk maya 2015 installer
Bring believable characters to life with engaging animation tools. Shape 3D objects and scenes with intuitive modeling tools. Create realistic effects—from explosions to cloth simulation. Explore Maya. Maya overview video: min. Download Maya for students. Get free software for students and educators US site. Get help accessing student and education software. Frequently asked questions FAQs.
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Contact us. Students and educators US Site. Affiliate program. Autodesk Research US Site. How to buy. View all products. Buying with Autodesk. Renewal options. Find a reseller. Sales and refunds US Site. Fixed an issue where imported mesh causes distorted flakes in mia shader. Fixed an issue where scenes with motion blur and large scale are not working well with BSP2. Fixed an issue where mental ray is not reading the alpha channel in a dds texture correctly.
Fixed a crash with motion blurred object lights in mental ray. Fixed an issue where interpolation flag of the Z framebuffer is ignored in Adaptive Sampling mode. Fixed an issue with mental ray depth buffer. Fixed an issue where image plane casts shadows when rendered with mental ray. Fixed an issue with the mental ray render flags on image plane transform nodes. Fixed an issue where Skip existing frames causes mental ray batch renders to hang on Mac.
Meta Data. Fixed an issue where applyMetadata commands are not selected when using Export selection. Mesh crease data: Maya crashes when querying non-numeric data. UV Texture Editor – selected texture border edges are difficult to see. Per face material assignment for polygon object without history is lost after combine polyUnite. Crash on undo after attempt to bridge an edge loop border with another.
Tool context for creating NURBS does not respect the setting for degrees and always uses the default 3. Select Edge Loop crashes when selecting edges on polygons with deleteEdge history. The second UVset is deleted when the default map1 is renamed. Black vertex color may not be saved with scene file correctly. Pre-selection highlighting will display components that are hidden with Isolate select. Drag selection with Camera based paint selection does not work when selecting edges.
Incorrect results with bevel when units are in inches. Vertex snapping may crash when using camera based selection. Soft selection doesn’t work with custom plug-in shapes and components. Maya may become unstable when using Quad Draw on combined meshes with history. Bevel after boolean operation deletes the shader. Topological Symmetry does not work as expected with open surfaces. Vertex tangents are wrong with extremely large scale meshes.
MTK Mesh editing tools do not stay active upon file save. Hardcoded 3dPaintTextures path used in Maya code will cause unexpected Maya behavior, if the 3dPaintTextures string is in the 3dPaintTextures project setting. Fixed a crash with polySeparate on certain meshes.
Smooth Mesh Preview inhibits display of color sets other than the first. Modeling Toolkit: Symmetry only works with pivot in Local mode. Instability issues with certain meshes when using Append to Polygon and Extrude. Quad Draw should not Pre-select highlight components behind tri reference mesh. Crash while cutting the mesh using Quad Draw in Viewport 2. Selection slows down when camera based selection is turned on. Quad Draw Relax: Interior vertices does not always prevent border vertices from being affected.
Quad Draw – insert edge loop sometimes fails to draw complete edge loop. Fixed a performance issue when using the Soft Select tool. Bevel corners may produce unwanted polygons and poor connections between the newly created faces. Tumble: Tumble on object option is not respected when in Polygon Multi-Component mode. Manipulator handle won’t reset after hitting hotkey. Quad Draw Relax: Border Vertices should relax only the vertices on the borders which were part of the initial Pre-selection Highlighting at the start of the relax operation.
Move tool Shift-MMB on component selection does not work until manipulator is clicked. Opening file with polyEdgeToCurve with empty input mesh or no input mesh may cause crash. Shading assignments may be lost on some faces after switching the boolean operation or when animating meshes with a boolean operation. Slow performance when Crease Set Editor is visible and performing duplicate on objects with creases.
Boolean operations with meshes that contain n-sided faces may cause some triangles to not get shader assignments. Multi-Cut fails to cut along the same edges more than once. Camera-based selection very slow on Mac OS X with moderately high density geometry and becomes unusable with Pre-selection Highlighting on. Quad Draw: Soft selection falloff is displayed when deleting faces but not when deleting edge loops.
Soft select in the UV Texture Editor can still be in effect after toggling it to off using the b key. Cursor display gets stuck in Multi-Cut mode in Viewport 2. Any tool applied at the object level will affect child instead of a parent object even when child is hidden.
Multi-Cut can’t draw cut lines on meshes far from Maya’s world origin 0, 0, 0. When using the Multi-Cut tool, Pre-selection highlighting edges on long edged polygon doesn’t work. Depending on camera distance and angle, Multi-Cut cursor may not allow for cut on simple mesh.
Multiple Representation. Fixed a crash with Mayapy when opening a high memory consuming scene file. Allow custom representations to leave nodes in the scene when they are deactivated. Fixed an issue where duplicating grouped Scene Assembly References fail. Fixed a selection issue when duplicating a grouped scene assembly reference. Fixed an issue where duplicating grouped scene assemblies does not maintain expected transformations.
Fixed an issue to make nested assembly node duplication respect Group Under option of Duplicate Special. Deleting scene assembly reference nodes connected to non-deletable nodes creates a condition where non-deleteable’s are deleted hyperGraphLayout. Fixed an issue where representations are not restored on undo of delete of an assemblyReference node. Fixed an issue to separate stretch and compression maps. Fixed an issue where nCloth transform nConstraint on two separate objects causes double transform when animated.
Fixed a crash with geometry cache on partially mapped mesh. Fixed an issue where input attract on nCloth becomes much stronger with higher substeps. Fixed an issue where time step computation is wrong for first solve step when frame rate is not 24fps.
Fixed an issue where updating the sample density value on the follicle node does not immediately display more CVs. Fixed a problem where batch caching is off by 1 frame in interactive mode. Fixed a problem where batch caching is off by 1 frame; specifically, fixed these two issues: 1. Fixed a problem where nHair follicle Dynamics Override ramps have no effect.
Fixed a problem with nHair follicle Override Dynamics. Fixed an nParticle crash when meshTriangleSize is too small. Paint Effects. Fixed an issue where converted toon line with backfacing creases OFF appears incorrect. DDS with cubemap and mipchain is not loadable using image command. Fixed an issue where the HLSL plug-in fails to map to correct files if the plug-in is reloaded.
JPEG images now write out with the correct pixel aspect ratio. Post render callback doesn’t fire with offscreen playblasts in Viewport 2.
Fixed Default Texture Data feature for plug-in shaders. Fixed an issue where BC7 compressed dds textures produce an error. Wrong setting in project file of cgfx shader under devkit plug-ins directory. Fixed a Viewport 2. Loading cgfx shader in batch mode on a farm machine exits Maya. Fixed an issue where Maya does not return error to Perl script when files are not written. Render Settings window unusable after being closed when minimized.
Ramp and other procedural textures will not evaluate for Playblast during startup. Image viewing application preferences are not consistent across various access points and cause different failures Image viewers and editors now default to Fcheck and respects custom preferences on all platforms. Added an utility to check if we are using remote desktop Windows only Maya checks for use of remote desktop.
Depth images are being written out with incorrect extension Hardware 2. Fixed an issue with multiple color sets in Viewport 2. Fixed an issue with duplicated HLSL shaders. Fixed a problem with setAttr not working on some attributes. Vertex color streams contain the wrong data with multiple MPxShaderOverride materials on a mesh. Fixed a problem where the HLSL shader plug-in loses set parameter value. Use Previously Selected lights is grayed out in Viewport 2.
Fix an issue where HLSL shader nodes lose their links to the textures. UV Editor: Fixed an issue with texture display for custom hardware shaders. Slow setting keyframes in Viewport 2. Hardware 2. Fixed an issue where broken relative path displays on file texture node input fields.
Fixed an issue where the cgfxShader does not work with vertex colors or multiple UV sets. PSD node, layers drop down selection menu doesn’t work with dx11Shader. Second assignment of shader to non-connected faces while in component mode of poly object doesn’t update in Viewport 2. Custom user data in MPxShaderOverride blocking consolidation.
Curve selection does not work in Viewport 2. Render view snapshot shouldn’t always be tied to Legacy Default Viewport The Snapshot functionality in the Render View now respects the current renderer in your active workspace.
Maya is not successfully registering the new MacPro’s memory resources for Viewport 2. Free image planes and image planes on a camera jump to different locations. Scripting MEL. Fixed an issue to disable drawing overrides if an object’s display layer is deleted Previously, when deleting a display layer that has a drawing override applied, the drawing override is left enabled on the object while the layer is deleted. Fixed an issue where shelfButton -menuItem outputs debug messages.
Fixed an issue where value will become empty if array is substituted for the variable of the same name. Fixed an issue where using Direct Connect from command line raises license issue block.
Scripting Python. Fixed an issue where importing pymel all modules fails when using Japanese UI. Fixed warning messages: could not create a PyNode for manipulator when import pymel. PyMEL – factories. UI Architecture. Fixed an issue where Maya prompts are sometimes hidden behind windows. The way Maya changes focus on a panel has changed from Maya Fixed an issue where query mode for gradientControlNoAttr command does not return value for flag -visible.
UI Attribute Editor. Fixed an issue where copy tab in Attribute Editor doesn’t work properly with cameras when changing Focal Length or other attributes. UI General. Fixed an issue where the Outliner scrolls automatically to the end of the longest name or to the bottom of the node list.
Fixed an issue where window -sizeable false -menuBar false can’t keep window width. Fixed an issue where hotkey shortcuts stop working QAction::eventFilter: Ambiguous shortcut overload:. Fixed an issue where moving shelf buttons with middle mouse no longer works with multi-row shelf layouts. Fixed an issue to set appropriate shelf path separator character for specific OS.
Fixed a sporadic UI lockup while invoking Hotbox. Fixed an issue where Select All and Invert Selection menu commands are mapped incorrectly. Fixed an issue where Move manipulator active axis cannot be queried. Fixed an issue where selected hidden and non hidden objects are displayed with the same color in the Outliner When selecting in the Outliner, it is now easier to identify hidden objects.
Fixed an issue where Remove References confirmation dialog text can be larger than screen height and hide the action buttons. QT issue: Fixed a problem where selecting a large number of elements from a TextScrollList is very slow.
UI General Editors. Fixed an issue where Maya can perform an unexpected refresh of the editors in the sidebar when the main window is redrawn. Fixed a crash when opening the Hypershade with Japanese UI. Fixed an issue where constraint connection lines appear sometimes in the Hypergraph even though the nodes don’t have any constraints. Performance: Fixed an issue where Outliner has slow performance when displaying many deformation nodes on Windows.
Fixed a performance issue where Outliner continuously looks for missing icons. Fixed an issue where Hypershade is slow because it is searching for tsm9ut UI Node Editor. Node Editor connection line between nodes containing locked attribute s should not disconnect.
Cannot graph connections of nodes within assets. Node Editor hotkeys fail between 3 and 4 keys. Fixed a scene bloat issue with many hidden Node Editors. When one scrubs the timeline or plays the animation, the XGen primitives will be out of sync with the geometry if the vertices are keyed.
Animated influence curve for XGen primitives loses guide influence when moving between guides. Fixed an issue where baked noise locks up in infinite loop. The following changes may require users to modify their existing scripts or plug-ins in order to preserve their functionality. A valid node or attribute name consists solely of alphabetic, numeric and underscore characters, where the first character cannot be numeric.
For all of these, the following attributes have been renamed: Old Name. Namespaces and object names are now validated when a command’s arguments are parsed, and not when it is executed.
Some of the header files included by other API header files have been replaced with forward declarations. The adsk::Data::Accessor::performRead pure virtual method now takes wantedStructures and wantedAssociations params. Liquid voxels don’t show up in non-perspective cameras. The default value of 0. Bifrost scene is getting evaluated over and over during batch render when runup is enabled.
Bifrost: Separate thickness required for shell and solid. It must be set to at least. Bifrost: Resulting Simulation motion seems incorrect and seems to be due to Collision objects Conversion Thickness.
Bifrost: Interior Particle Density requires a hard set minimum limit of 1 for Bifrost particles to appear.
Currently, setting keys on attributes found on the bifrostLiquidContainer node is not a supported workflow. The default maximum particle viewport display number is set to 1 million. This creates repetitive looking patterns for higher resolution simulations. You can increase the number for a more accurate representation of the simulation while respecting the limits of your graphics card. Certain mesh colliders will crash Maya. Cannot perform render layer override on any Bifrost nodes.
Alembic export corrupts rotation data. This affect Rigid Sets only. Rigid Body Shapes do not have this issue. Workaround : Set the transforms of the ancestors to the identity transform freeze transform. The leaf nodes are exporting with world transforms and not the local transforms. Maya will crash during Windows remote desktop session if you try and import a gpu cache. Workaround : 1. On the host system, set Viewport 2.
You cannot do this using the client. Access Maya on the host system using the client. This is an issue happening on the Nvidia driver side and it has been fixed in driver Reloading a reference should not prompt for the file paths again.
Problem : Maya may crash when idle when used with older Nvidia drivers Workaround : Update to the latest driver. OSX This brings the Mac OS X workspace’s behavior back to the way it was before Maya network license users will be required to upgrade their license server daemons to version NLM Split Mesh With Projected Curve doesn’t work with large meshes, but it works on small meshes scaled up Workaround: Instead of modifying the input of the mesh to create a large mesh, scale it.
Additional Workaround: Select the column and its contents itself; do not select the column name. Unparenting representation from an assembly representation node will display the unparented node twice in the Outliner.
Changing a file name of the assembly definition node will result in clearing all the edits that was in the assembly representation. As of Maya , the calculation used to derive the Input Mesh Attract setting has been updated. Previous to version , the values set for Substeps attribute in the Solver Attributes section of the nucleus Attribute Editor tab created too pronounced an influence on the mesh attraction.
If you have an Attribute preset that uses this setting and you want to retain the pre behavior, apply it to the nCloth and then run the command: convertPostClothInputAttract nClothShape1; Re-save your preset with these new nCloth values.
This changes the input attract values back to the previous pre behavior derived from the nucleus substeps values. The saveImage command does not work as expected for shaded objects. Workaround : You can execute the following script to take a snapshot of the current scene view and save it as a endSnap.
This workaround can be used for both the Legacy Default Viewport and Viewport 2. When depth peeling is selected as the transparency algorithm for Viewport 2. Occasionally, when your instances have negative scale and you have other features such as backface culling enabled, your lighting may appear incorrect.
In general, if you have negative scales and your instances appear incorrect, disable GPU Instancing. When switching between the Shade All and Shade Selected Items viewport modes, if either the wireframe or shaded object disappears, you can workaround the issue by disabling Consolidate World in the Viewport 2. Older drivers for M may crash Maya. Workaround : Update to a newer driver. The following mental ray shader nodes may fail to load in Maya if they were saved from Maya in a Maya Binary file.
For customers that would like to have the fix now, they have to download the source code for sip from Riverbank and modify siplib. Node Editor. Scene bloat issue with many hidden Node Editors If you open an existing scene with a large number of Node Editor objects saved, you must delete these objects; otherwise, you will encounter a performance slow down.
However, any files saved in Maya do not accumulate any more Node Editor objects than what you have open and visible.